示例#1
0
    public override void OnStart()
    {
        chaseTarget = target.GetValue() as Transform;
        m_currentVisibilityBuffer = 0;
        m_currentChaseTime        = 0;
        m_currentMaxChaseTime     = Random.Range(minChaseTime, maxChaseTime + 1);

        errorMargin = moveSpeed * 0.05f;

        // Generate Path
        path = null;
        currentPathWaypoint = 1;

        // Only Trigger the Animation if movement is actually going to be performed - Check closeEnough distance as well!
        if (triggerAnimation && Vector2.Distance(new Vector2(transform.position.x, transform.position.z), new Vector2(chaseTarget.position.x, chaseTarget.position.z)) > closeEnough)
        {
            for (int i = 0; i < triggers.Count; i++)
            {
                anim.ResetTrigger(triggers[i]);
            }
            anim.SetTrigger(animTrigger);
        }
    }
示例#2
0
    public override void OnStart()
    {
        // Get the current target everytime the node is executed
        m_currentTarget = target.GetValue() as Transform;

        // Trigger Animation
        if (triggerAnimation)
        {
            for (int i = 0; i < triggers.Count; i++)
            {
                anim.ResetTrigger(triggers[i]);
            }
            anim.SetTrigger(animTrigger);
        }
    }